Happy Wheels (Playtest): Unterschied zwischen den Versionen

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Zeile 24: Zeile 24:
* Community levels sind zum Teil etwas trash  
* Community levels sind zum Teil etwas trash  
* Spiel hat keine Story
* Spiel hat keine Story
=== Vorschläge für Verbesserungen ===
=== Vorschläge für Verbesserungen ===


Zeile 42: Zeile 39:
! Frage !! Statement !! Durchschnittlicher Wert
! Frage !! Statement !! Durchschnittlicher Wert
|-
|-
| 1 || I felt content || 2,67
| 1 || I felt content || 3.5
|-
|-
| 2 || I felt skilful || 3,67
| 2 || I felt skilful || 2.25
|-
|-
| 3 || I was interested in the game's story || 2,33
| 3 || I was interested in the game's story || 0
|-
|-
| 4 || I thought it was fun || 3,33
| 4 || I thought it was fun || 3.25
|-
|-
| 5 || I was fully occupied with the game || 2,33
| 5 || I was fully occupied with the game || 2.75
|-
|-
| 6 || I felt happy || 2,33
| 6 || I felt happy || 3.5
|-
|-
| 7  || It gave me a bad mood || 0,0
| 7  || It gave me a bad mood || 0,0
|-
|-
| 8 || I thought about other things || 0,33
| 8 || I thought about other things || 1
|-
|-
| 9 || I found it tiresome || 1
| 9 || I found it tiresome || 0.75
|-
|-
| 10 || I felt competent || 2,67
| 10 || I felt competent || 2
|-
|-
| 11 || I thought it was hard || 1,33
| 11 || I thought it was hard || 2
|-
|-
| 12 || It was aesthetically pleasing || 1,67
| 12 || It was aesthetically pleasing || 1.5
|-
|-
| 13 || I forgot everything around me || 1
| 13 || I forgot everything around me || 0.75
|-
|-
| 14 || I felt good || 3,33
| 14 || I felt good || 3
|-
|-
| 15 || I was good at it || 3,33
| 15 || I was good at it || 3
|-
|-
| 16 || I felt bored || 0,67
| 16 || I felt bored || 0.25
|-
|-
| 17 || I felt successful || 3,33
| 17 || I felt successful || 2.5
|-
|-
| 18 || I felt imaginative || 3
| 18 || I felt imaginative || 1.75
|-
|-
| 19 || I felt that I could explore things || 0,67
| 19 || I felt that I could explore things || 1.25
|-
|-
| 20 || I enjoyed it || 3,33
| 20 || I enjoyed it || 3.5
|-
|-
| 21 || I was fast at reaching the game's targets || 3,33
| 21 || I was fast at reaching the game's targets || 2.5
|-
|-
| 22 || I felt annoyed || 0,0
| 22 || I felt annoyed || 1
|-
|-
| 23 || I felt pressured || 0,0
| 23 || I felt pressured || 0,0
|-
|-
| 24 || I felt irritable || 0,67
| 24 || I felt irritable || 0,25
|-
|-
| 25 || I lost track of time || 1,33
| 25 || I lost track of time || 1
|-
|-
| 26 || I felt challenged || 2,0
| 26 || I felt challenged || 2.5
|-
|-
| 27 || I found it impressive || 2,0
| 27 || I found it impressive || 2,75
|-
|-
| 28 || I was deeply concentrated in the game || 2,33
| 28 || I was deeply concentrated in the game || 1.25
|-
|-
| 29 || I felt frustrated || 0,0
| 29 || I felt frustrated || 1
|-
|-
| 30 || It felt like a rich experience|| 2
| 30 || It felt like a rich experience|| 1.75
|-
|-
| 31 || I lost connection with the outside world || 0,67
| 31 || I lost connection with the outside world || 0.75
|-
|-
| 32 || I felt time pressure || 0,0
| 32 || I felt time pressure || 0,0
|-
|-
| 33 || I had to put a lot of effort into it || 0,33
| 33 || I had to put a lot of effort into it || 1.25
|}
|}



Version vom 11. Juni 2023, 19:11 Uhr

Dies ist ein Playtest-Report des Teams Sigma-BallZ für das Fach Game Design Fundamentals.

Playtest-Details

Spiel: Happy Wheel

Playtester: Tarnished

Interview

Was hat den Spieler*innen gefallen?

  • Nostalgie während dem Spielen gehabt.
  • Verschiedene Levels haben unterschiedliche Erfahrungen.
  • Kreativität, jeder kann ein Level machen und hat keine Limitationen
  • Dies Steuerung funktioniert, jedoch ist die physik etwas weird

Was hat den Spieler*innen nicht gefallen?

  • Spieler wussten den Sinn vom Level manchmal nicht.
  • Keine Musik.
  • Mechanik über die Kontrolle vom Charakter war nicht optimal für die Spieltester.
  • Unmögliche Level, wenig getestet – macht keinen spaß
  • Community levels sind zum Teil etwas trash
  • Spiel hat keine Story

Vorschläge für Verbesserungen

  • Besseres Level Design/Eindeutige Objectives.
  • Bessere Steuerung vom Charakter.
  • Neue charaktere – mehr möglichkeiten und langweilig mit jetzigen chars
  • Fortsetzung gewünscht mit einer moderneren Engine

Game Experience Questionnaire Resultat

Die Tabelle zeigt die Mittelwerte des Game Experience Questionnaire, die bei den einzelnen Fragen in den Playtests erzielt wurden.

Frage Statement Durchschnittlicher Wert
1 I felt content 3.5
2 I felt skilful 2.25
3 I was interested in the game's story 0
4 I thought it was fun 3.25
5 I was fully occupied with the game 2.75
6 I felt happy 3.5
7 It gave me a bad mood 0,0
8 I thought about other things 1
9 I found it tiresome 0.75
10 I felt competent 2
11 I thought it was hard 2
12 It was aesthetically pleasing 1.5
13 I forgot everything around me 0.75
14 I felt good 3
15 I was good at it 3
16 I felt bored 0.25
17 I felt successful 2.5
18 I felt imaginative 1.75
19 I felt that I could explore things 1.25
20 I enjoyed it 3.5
21 I was fast at reaching the game's targets 2.5
22 I felt annoyed 1
23 I felt pressured 0,0
24 I felt irritable 0,25
25 I lost track of time 1
26 I felt challenged 2.5
27 I found it impressive 2,75
28 I was deeply concentrated in the game 1.25
29 I felt frustrated 1
30 It felt like a rich experience 1.75
31 I lost connection with the outside world 0.75
32 I felt time pressure 0,0
33 I had to put a lot of effort into it 1.25

Auswertung der Komponenten

Component scores are computed as the average value of its items.

Competence: Items 2, 10, 15, 17, and 21.

2.6~

Sensory and Imaginative Immersion: Items 3, 12, 18, 19, 27, and 30.

1.4~

Flow: Items 5, 13, 25, 28, and 31.

1.35~

Tension/Annoyance: Items 22, 24, and 29.

1.08~

Challenge: Items 11, 23, 26, 32, and 33.

1.35~

Negative affect: Items 7, 8, 9, and 16.

0.5~

Positive affect: Items 1, 4, 6, 14, and 20.

3.2~